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Bind mesh merging functionality and improvements #56513
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Nitpick: you linked 901 in Godot issues, not 901 in proposals ;) |
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Does this include mesh splitting, mesh merging by grid, or mesh merging materials? I can share examples how to do it. |
Your code requires Normals, Tangents, Colors, UVs and UV2s to match. Normal must exist. If empty Normals, we can force generate assuming smooth shading. Once we have the normals, we can generate tangents. We can append Colors without issue. Given tangents exist from the previous step we can generate or combine UVs, UVs2.
Any thoughts? |
Nope, it's purely simple mesh merging, and I'm not currently looking at implementing more than that. |
@lawnjelly do you need help porting to master? |
Generating missing attributes is something that could potentially be added later, but it's going outside the scope of the basic functionality, e.g. joining similar trees or bushes. If you want to spend time to make a more fully featured system, then be my guest, but bear in mind it then becomes much more difficult to get merged in core. (Remember you can do a lot of this stuff in an addon for instance). |
Splitting into the basic system where merging does the checks and the ensuring the similarity is a better design. I think the split by grid is also doable. The forcing similarity code was fairly lengthy in my module, so splitting into three stages can help abstract the flow. |
Sure if you want to do something similar in master, that would be great, it would probably need some discussion though with the other rendering guys in terms of how it should work etc. Also bear in mind with vulkan especially, the cost of drawcalls is lower, so there will be relatively less benefit to merging, compared to 3.x, and especially with GLES2 which doesn't have instancing.
There are two functions available simply because that's how it needs to be done from the rooms conversion system (it needs to identify mergeable MeshInstances at an earlier stage). The bound function always does the checks (only the private internal one can omit the checks). In this PR we could choose to not bind the |
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Mesh merging functionality introduced in Rooms & Portals is exposed for general use. Some improvements to robustness.
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Mesh merging functionality introduced in Rooms & Portals is exposed for general use. Some improvements to robustness.
Implements godotengine/godot-proposals#901 (at runtime, rather than import)
Fixes #7844
Introduction
Mesh merging is a very useful tool in the performance toolbox. Many games, especially outdoor games are bottlenecked by the number of MeshInstances, both in terms of draw calls in the renderer, but also in terms of housekeeping scene tree side.
Merging meshes, either ahead of time (pre-baking and saving) or at runtime (usually at level startup) can offer significant performance improvements, particularly for things like vegetation and procedural modular block levels (such as minecraft type maps).
This is especially relevant when hardware instancing is not available.
Note however that there is a trade off - merged meshes will be culled as a block, so depending on how you apply it you can lose culling accuracy. This will still be a net win in many situations though. And, unlike instancing, you also lose the ability to move the merged objects relative to each other, they can only be moved as a group.
Local or Global space
The merged vertices can either be defined in global (world) space, or in the local space of the destination
MeshInstance
(provided it is in the SceneTree, which is necessary in order to get its global_transform).In a static scene, global space may make sense, but when merging sub-parts of a movable object (say a spaceship), you may want the vertices specified relative to the object, so that when you move it the parts move in unison.
Local space is default, but note that local space will flag a warning if you merge before adding the MeshInstance to the SceneTree (because the local space is undefined).
Notes
ArrayMesh
, but the requirements for looking up MeshInstance transforms made this a little messier. An alternative is to push all the mesh merging functionality into a helper class. We can always do this later if desired.Example script:
Example project
MergingTest.zip
(just set true or false in the script)
20,000 boxes, either drawn separately or merged:
Separate 28 fps
Merged 664 fps (24 x faster)